Re: Searching for Dgame Maintainer

2019-11-25 Thread Dgame via Digitalmars-d-announce
On Monday, 25 November 2019 at 10:16:47 UTC, Vijay Nayar wrote: On Sunday, 24 November 2019 at 16:34:35 UTC, Dgame wrote: Maybe some of you know Dgame (https://github.com/Dgame/Dgame), it was my biggest project using D and was a lot of fun at that time. But since I don't use D anymore, I

Re: Searching for Dgame Maintainer

2019-11-25 Thread Vijay Nayar via Digitalmars-d-announce
On Sunday, 24 November 2019 at 16:34:35 UTC, Dgame wrote: Maybe some of you know Dgame (https://github.com/Dgame/Dgame), it was my biggest project using D and was a lot of fun at that time. But since I don't use D anymore, I have neither the time nor the desire and even less the knowled

Searching for Dgame Maintainer

2019-11-24 Thread Dgame via Digitalmars-d-announce
Maybe some of you know Dgame (https://github.com/Dgame/Dgame), it was my biggest project using D and was a lot of fun at that time. But since I don't use D anymore, I have neither the time nor the desire and even less the knowledge to take care of it anymore. So, if anyone wants to ke

Re: Dgame 0.6 - Beta

2015-06-15 Thread Namespace via Digitalmars-d-announce
On Wednesday, 10 June 2015 at 17:07:40 UTC, Namespace wrote: Thanks, that is really nice to hear. I've finished the last tutorial, so have fun. :) I'll release the first RC on monday. Since no issues were reported, here is, as promised, the first release candidate: https://github

Re: Dgame 0.6 - Beta

2015-06-12 Thread Namespace via Digitalmars-d-announce
It looks like a really clean interface. Thank you. However I was unable to get either of the WIP games to compile through dub. The API has changed enough to make it difficult to get 5.3 or higher up and running. It's just nice to have a nice example. Btw, Great work! Yes, but as soon as I

Re: Dgame 0.6 - Beta

2015-06-12 Thread Taylor Hillegeist via Digitalmars-d-announce
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote: I'm glad to announce the Beta of Dgame 0.6.0: https://github.com/Dgame/Dgame/releases There are some major changes, like Masks for Surfaces, the AntiAlias and OpenGl Versions enum in GLContextSettings (previous GLSettings) and

Re: Dgame 0.6 - Beta

2015-06-10 Thread Namespace via Digitalmars-d-announce
Thanks, that is really nice to hear. I've finished the last tutorial, so have fun. :) I'll release the first RC on monday.

Re: Dgame 0.6 - Beta

2015-06-09 Thread growlercab via Digitalmars-d-announce
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote: I'm glad to announce the Beta of Dgame 0.6.0: https://github.com/Dgame/Dgame/releases There are some major changes, like Masks for Surfaces, the AntiAlias and OpenGl Versions enum in GLContextSettings (previous GLSettings) and

Re: Dgame 0.6 - Beta

2015-06-09 Thread Kelet via Digitalmars-d-announce
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote: I'm glad to announce the Beta of Dgame 0.6.0: https://github.com/Dgame/Dgame/releases There are some major changes, like Masks for Surfaces, the AntiAlias and OpenGl Versions enum in GLContextSettings (previous GLSettings) and

Dgame 0.6 - Beta

2015-06-09 Thread Namespace via Digitalmars-d-announce
I'm glad to announce the Beta of Dgame 0.6.0: https://github.com/Dgame/Dgame/releases There are some major changes, like Masks for Surfaces, the AntiAlias and OpenGl Versions enum in GLContextSettings (previous GLSettings) and so on. But for the most frequent stuff it should be bac

Dgame RC #3

2015-04-09 Thread Namespace via Digitalmars-d-announce
dependency m3. Dgame now used an internal module. The final release date is still sunday evening.

Re: Dgame RC #2

2015-04-05 Thread Namespace via Digitalmars-d-announce
On Sunday, 5 April 2015 at 16:39:34 UTC, Suliman wrote: Is it's possible to use Dgame for iOS game developing? AFAIK iOS LDC now support building iOS Apps. https://github.com/smolt/ldc-iphone-dev No. But because I also have no iOS device, I could not test well in this respect. My next

Re: Dgame RC #2

2015-04-05 Thread Suliman via Digitalmars-d-announce
Is it's possible to use Dgame for iOS game developing? AFAIK iOS LDC now support building iOS Apps. https://github.com/smolt/ldc-iphone-dev

Dgame RC #2

2015-04-05 Thread Namespace via Digitalmars-d-announce
Instead of opening a new post I announce here the release of the RC #2. Besides some minor bug fixes and some API changes (mostly to improve the Event handling) I've added also support for Joysticks and GameControllers. That should be the last big changes. If no more bugs appear (and the Dereli

Re: Dgame RC #1

2015-04-04 Thread Namespace via Digitalmars-d-announce
vent. It shows up int the second example, so no big deal, but I figured I should let you know. Are the tutorials on GitHub too? Craig Hey thanks for the note, but Dgame.Window is a package import: https://github.com/Dgame/Dgame/blob/master/source/Dgame/Window/package.d As you can see, the Even

Re: Dgame RC #1

2015-04-03 Thread Craig Dillabaugh via Digitalmars-d-announce
One small note about the tutorials. In the tutorial on Game Loop and Event handling: http://rswhite.de/dgame5/?page=tutorial&tut=handle_events In the first example, I believe you are missing an import for Dgame.Window.Event. It shows up int the second example, so no big deal, but I figured I s

Re: Dgame RC #1

2015-04-03 Thread Namespace via Digitalmars-d-announce
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote: On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote: Dgame is based on SDL 2.0.3 (as described in the installation tutorial), but tries to "wrap" any function call which is introduced after SDL 2.0.0:

Re: Dgame RC #1

2015-04-02 Thread Mike Parker via Digitalmars-d-announce
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote: succeed. You can look at the functions allowSDL_2_0_0 and allowSDL_2_0_1 in sdl.d [1] to see exactly which functions were added in 2.0.1 and 2.0.2 so that you can determine if you Gah! I always forget to add the referenced links. [1

Re: Dgame RC #1

2015-04-02 Thread Mike Parker via Digitalmars-d-announce
On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote: Dgame is based on SDL 2.0.3 (as described in the installation tutorial), but tries to "wrap" any function call which is introduced after SDL 2.0.0: static if (SDL_VERSION_ATLEAST(2, 0, 2)) ---- so that Dgame should

Re: Dgame RC #1

2015-04-02 Thread Craig Dillabaugh via Digitalmars-d-announce
On Thursday, 2 April 2015 at 18:49:15 UTC, Namespace wrote: The master branch should now make an automatic downgrade. I am still using rc1 but managed to get everything working. I built SDL(and the other libraries) from source and now everything works great. Thanks for your help. Craig

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
The master branch should now make an automatic downgrade.

Re: Dgame RC #1

2015-04-02 Thread CraigDillabaugh via Digitalmars-d-announce
he installation tutorial. Unfortunately I did not tested Dgame with OpenSUSE, sorry for your trouble. No worries, you can't test everything, and OpenSUSE isn't as popular as some other distros. Also, I guess OpenSUSE isn't going to work with default libs anyway because of the v

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
I'll fix this as follows: Dgame will load DerelictSDL2 as usual and then it will check if the supported version is below 2.0.2. If so, DerelictSDL2 will be reloaded with SharedLibVersion(MAX_SUPPORTED_VERSION)). That should that work, right?

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
system and DGame is attempting to load a more recent version. Derelict will load either SDL 2.0.2 or 2.0.3. The latter is the latest release, but there are no API differences between them. From your end, the solution is to install the latest version of SDL2. Another solution is for DGame to

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
out there (note, I suppose I didn't need the devel version of libSDL2 ...): sudo zypper in libSDL2-devel sudo zypper in libSDL2_image-2_0-0 sudo zypper in libSDL2_mixer-2_0-0 sudo zypper in libSDL2_ttf-2_0-0 I will add this to the installation tutorial. Unfortunately I did not tested Dgam

Re: Dgame RC #1

2015-04-02 Thread Mike Parker via Digitalmars-d-announce
On 4/2/2015 4:56 PM, Mike Parker wrote: Derelict will load either SDL 2.0.2 or 2.0.3... ...by default.

Re: Dgame RC #1

2015-04-02 Thread Mike Parker via Digitalmars-d-announce
is installed on your system and the loader found it just fine. Second, the loader was unable to find the SDL_HasAVX function in libSDL2.so. SDL_HasAVX was added to the API in SDL 2.0.2, so you have an older version installed on your system and DGame is attempting to load a more recent version

Re: Dgame RC #1

2015-04-01 Thread Craig Dillabaugh via Digitalmars-d-announce
On Thursday, 2 April 2015 at 02:36:52 UTC, Craig Dillabaugh wrote: On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote: Since the weekend Dgame went into the release phase: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1 http://dgame-dev.de/?page=download The Website (http

Re: Dgame RC #1

2015-04-01 Thread Craig Dillabaugh via Digitalmars-d-announce
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote: Since the weekend Dgame went into the release phase: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1 http://dgame-dev.de/?page=download The Website (http://dgame-dev.de/) is fully updated and should be useable on every

Re: Dgame RC #1

2015-04-01 Thread stewarth via Digitalmars-d-announce
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote: Since the weekend Dgame went into the release phase: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1 http://dgame-dev.de/?page=download The Website (http://dgame-dev.de/) is fully updated and should be useable on every

Re: Dgame RC #1

2015-04-01 Thread CraigDillabaugh via Digitalmars-d-announce
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote: Since the weekend Dgame went into the release phase: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1 http://dgame-dev.de/?page=download The Website (http://dgame-dev.de/) is fully updated and should be useable on every

Dgame RC #1

2015-04-01 Thread Namespace via Digitalmars-d-announce
Since the weekend Dgame went into the release phase: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1 http://dgame-dev.de/?page=download The Website (http://dgame-dev.de/) is fully updated and should be useable on every device. Please let me know if you noticed unexpected behavior (at

Re: Dgame revived

2015-03-17 Thread Namespace via Digitalmars-d-announce
Since it can be somewhat annoying to create the necessary shared libraries, it would be very helpful if those who have already created these files (specifically * .so and * .dylib) could send those files to me (rswhi...@gmail.com). New user could reuse these files. Of course you should also wri

Re: Dgame revived

2015-03-16 Thread Namespace via Digitalmars-d-announce
oo excited about the new release, I forgot completely to test with the current version 2.066. Forgot to mention the new Beta tag (hopefully the last :)): https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.3

Re: Dgame revived

2015-03-16 Thread Namespace via Digitalmars-d-announce
Currently you should use the Master branch until I fixed the package thing. I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the

Re: Dgame revived

2015-03-16 Thread Foo via Digitalmars-d-announce
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote: On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(

Re: Dgame revived

2015-03-15 Thread amber via Digitalmars-d-announce
On Sunday, 15 March 2015 at 18:12:36 UTC, Namespace wrote: On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote: I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1 New Beta: https://github.com/Dgame

Re: Dgame revived

2015-03-15 Thread Joel via Digitalmars-d-announce
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remov

Re: Dgame revived

2015-03-15 Thread Namespace via Digitalmars-d-announce
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Ye

Re: Dgame revived

2015-03-15 Thread Joel via Digitalmars-d-announce
I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Compiling using dmd... Error: cannot read file main.d F

Re: Dgame revived

2015-03-15 Thread Namespace via Digitalmars-d-announce
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote: I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1 New Beta: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2 and two new Tutorials

Re: Dgame revived

2015-03-15 Thread Foo via Digitalmars-d-announce
I think a tutorial on how to do tile map with sprites would be awesome http://dgame-dev.de/?page=tutorial&tut=tilemap

Re: Dgame revived

2015-03-14 Thread stewarth via Digitalmars-d-announce
wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further

Re: Dgame revived

2015-03-14 Thread Namespace via Digitalmars-d-announce
On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote: On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote: On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing

Re: Dgame revived

2015-03-13 Thread stewarth via Digitalmars-d-announce
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote: On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. http://dgame-dev.de/?page=tutorial I've worked the whole day to get them updated. Hopefully I don't missed something. I will merge

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
more dynamic. E.G. if you have a game with destroyable Tiles this approach is much more common and suitable because it is easier and cheaper to nullify an Tile. See also my last implementation in my unfinished game "Quinn Quadrat": https://github.com/Dgame/SDL-Game/blob/master/Tile

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed

Re: Dgame revived

2015-03-13 Thread stewarth via Digitalmars-d-announce
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement

Re: Dgame revived

2015-03-13 Thread amber via Digitalmars-d-announce
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further

Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce
t you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings Looks great. How do I use the new version in dub? Do I just set the d

Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce
ust a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings Looks great. How

Re: Dgame revived

2015-03-04 Thread Namespace via Digitalmars-d-announce
Do I just set the dependency version to 0.5.0? Yes that should work.

Re: Dgame revived

2015-03-04 Thread Gan via Digitalmars-d-announce
e the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?

Re: Dgame revived

2015-03-04 Thread Namespace via Digitalmars-d-announce
pengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings

Re: Dgame revived

2015-03-03 Thread Namespace via Digitalmars-d-announce
Looks good. Except for the text. It gets longer over time. I added an issue. That should be fixed with the last commit.

Re: Dgame revived

2015-03-03 Thread Gan via Digitalmars-d-announce
Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.

Re: Dgame revived

2015-03-03 Thread Gan via Digitalmars-d-announce
week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew Forget to mention: until aldacron fixed DerelictSDL2 (

Re: Dgame revived

2015-03-03 Thread Namespace via Digitalmars-d-announce
ou can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to ma

Re: Dgame revived

2015-03-01 Thread Namespace via Digitalmars-d-announce
also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updati

Re: Dgame revived

2015-02-28 Thread stewarth via Digitalmars-d-announce
rials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL.

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
iour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately

Re: Dgame revived

2015-02-28 Thread Gan via Digitalmars-d-announce
and renew the documentation. After that I will update the website. We are moving forward! :) This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching.

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to

Re: Dgame revived

2015-02-27 Thread Namespace via Digitalmars-d-announce
This module should work as a standalone with a few tiny import changes: https://github.com/Dav1dde/glamour/blob/master/glamour/util.d The interesting bit is checkgl, used for example like this: checkgl!glDrawArrays(GL_POINTS, 0, 10); then you get a nice debug message if glDrawArrays reports a

Re: Dgame revived

2015-02-27 Thread Namespace via Digitalmars-d-announce
Hey, I'm using tilemap :P I guess a separate project for tilemaps built on Dgame would be cool. I might look into this during the semester break. It's very easy to build a TileMap if you use Sprites. So I don't see (currently) any use case of the TileMap module. One thin

Re: Dgame revived

2015-02-27 Thread John Colvin via Digitalmars-d-announce
blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen

Re: Dgame revived

2015-02-27 Thread amber via Digitalmars-d-announce
On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote: On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote: On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote: On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has

Re: Dgame revived

2015-02-26 Thread stewarth via Digitalmars-d-announce
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :) That'

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :)

Re: Dgame revived

2015-02-26 Thread stewarth via Digitalmars-d-announce
ight, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means. According to docs: 1280 is GL_INVALID_ENUM Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been d

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
On Thursday, 26 February 2015 at 08:35:12 UTC, Gan wrote: On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote: Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated func

Re: Dgame revived

2015-02-26 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote: Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the cont

Re: Dgame revived

2015-02-26 Thread Gan via Digitalmars-d-announce
pens after each line is called. I'm not sure why this happens or what it means. According to docs: 1280 is GL_INVALID_ENUM Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreci

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even b

Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context

Re: Dgame revived

2015-02-25 Thread Rikki Cattermole via Digitalmars-d-announce
On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything.

Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is

Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
(https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded

Re: Dgame revived

2015-02-25 Thread Namespace via Digitalmars-d-announce
Is there anything more I can test to try to get it working on Mac? No, sorry, currently I have no clue what's wrong. :/ Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that

Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce
the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you

Re: Dgame revived

2015-02-24 Thread Gan via Digitalmars-d-announce
side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice

Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce
white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console

Re: Dgame revived

2015-02-24 Thread Gan via Digitalmars-d-announce
(https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
Try commenting out this line: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG) According to the opengl.org wiki this flag should not be used except in GL 3.0 and was made redundant in GL 3.1. The code snippet above is trying to set MAJOR.MINOR as GL 3.3. I

Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce
blank white screen for Mac users. Yeah, that is really strange. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope. Try commenting out this line: SDL_GL_SetAttribute(SDL_GL_CON

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
range. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope.

Re: Dgame revived

2015-02-24 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think yo

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MA

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_

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